LoG Sky System [BETA]
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
Hi Awesome sysrem Man for sure..
I did everything you said to do, I tried tour Dungeon and the Rain moves with you..
In ny Dungeon the Rain does not move with the Champs, it stay in the same squares??? not sure why though..
Could I get some help on this issue Please Thank you
Eleven Warrior
I did everything you said to do, I tried tour Dungeon and the Rain moves with you..
In ny Dungeon the Rain does not move with the Champs, it stay in the same squares??? not sure why though..
Could I get some help on this issue Please Thank you
Eleven Warrior
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
The clouds are there and the lighting FX but the rain and mist don't follow the Party like in the Demo Editor File..
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
I could be wrong here,, I have the Shop Frame Work going in my Dungeon and I think the (on draw Gui function) does something to the Set?? But it cant be , because in my other Dungeon they work together... Here is the weired part in the Demo Editor file for (Sky), When the champs move the Screen prints (move) everytime I move THXS I guess to the LoG Scripting framework..BUTTTT in my other dungeon it does not, yet they have the same files ahy...
Is there something about the on Move routine??
lol
Is there something about the on Move routine??
lol
Re: LoG Sky System [BETA]
Hmmm. Probably the onMove hook is not registering properly indeed. The line you need in an onMove hook is:
Normally the skyScript entity registers its hook through the framework. Something to make sure is that don't have a defineObject for the party anywhere in your lua script files (or it will override the LOG framework dynamic hooks) and that you don't have a cloneObject of the party anywhere with a onMove defined (same reason)
Code: Select all
onMove = function(party, dir) skyScript.onMove(dir) end- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
Hi Diarmuid Thxs for the help..
I am not sure where to put this Line of code Sorry.. onMove = function(party, dir) skyScript.onMove(dir) end
This the Shop's (initgui.lua) File
does this line (spawn('timer',party.level,0,0,0,'gui_inittimer') effect the Lod Framework timers routine it's in the script below...Can you get the Shop and sky frame work to work together?? I think imam out of my League here LOL..
local gui_modules = {}
function addSource(order,name,source)
gui_modules[order] = {name = name, source = source}
end
cloneObject{
name = "guiFramework",
baseObject = "dungeon_door_metal",
onOpen = function()
for _,module in pairs(gui_modules) do
local script = findEntity(module.name)
if not script then
spawn("script_entity",party.level,1,1,0,module.name):setSource(module.source)
end
end
spawn('timer',party.level,0,0,0,'gui_inittimer')
gui_inittimer:addConnector('activate','gui_init','main')
gui_inittimer:setTimerInterval(0.1)
gui_inittimer:activate()
end,
onClose = function()
gui_inittimer:deactivate()
gui_inittimer:destroy()
guiInit:destroy()
end,
}
import "mod_assets/gui/gui.lua"
import "mod_assets/gui/shopscript.lua"
import "mod_assets/gui/allitems.lua"
I am not sure where to put this Line of code Sorry.. onMove = function(party, dir) skyScript.onMove(dir) end
This the Shop's (initgui.lua) File
does this line (spawn('timer',party.level,0,0,0,'gui_inittimer') effect the Lod Framework timers routine it's in the script below...Can you get the Shop and sky frame work to work together?? I think imam out of my League here LOL..
local gui_modules = {}
function addSource(order,name,source)
gui_modules[order] = {name = name, source = source}
end
cloneObject{
name = "guiFramework",
baseObject = "dungeon_door_metal",
onOpen = function()
for _,module in pairs(gui_modules) do
local script = findEntity(module.name)
if not script then
spawn("script_entity",party.level,1,1,0,module.name):setSource(module.source)
end
end
spawn('timer',party.level,0,0,0,'gui_inittimer')
gui_inittimer:addConnector('activate','gui_init','main')
gui_inittimer:setTimerInterval(0.1)
gui_inittimer:activate()
end,
onClose = function()
gui_inittimer:deactivate()
gui_inittimer:destroy()
guiInit:destroy()
end,
}
import "mod_assets/gui/gui.lua"
import "mod_assets/gui/shopscript.lua"
import "mod_assets/gui/allitems.lua"
Re: LoG Sky System [BETA]
I looked at the shops thread, and the first thing it says is to add a cloneObject of the party at the end of your init.lua, where you define an onMove hook.
This WILL override the capacity of the LoG framework/grimq to set dynamic hooks, such as the ones the Sky System uses.
So you either need to define the shop hooks through the LoG framework, or probably simpler, change the shop object from this:
to this:
This WILL override the capacity of the LoG framework/grimq to set dynamic hooks, such as the ones the Sky System uses.
So you either need to define the shop hooks through the LoG framework, or probably simpler, change the shop object from this:
Code: Select all
import "mod_assets/gui/initgui.lua"
cloneObject {
name = "party",
baseObject = "party",
onDrawGui = function(g)
return gui.onDrawGui(g)
end,
onMove = function(self)
if (gui.globalVars["shopOn"]) then
return false
else
return true
end
end,
}Code: Select all
import "mod_assets/gui/initgui.lua"
cloneObject {
name = "party",
baseObject = "party",
onDrawGui = function(g)
return gui.onDrawGui(g)
end,
onMove = function(self, dir)
skyScript.onMove(dir)
if (gui.globalVars["shopOn"]) then
return false
else
return true
end
end,
}- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
Diarmuid.. OMG IT WORKS..
Thank you so much for your valuable help just AWESOME...This going to make my outdoor Game
even better..
Do I do the same for the QuickBar and SearchonFloor modules??
SearchonFloor Module: Is when the champ is near a Object (say a key under murky water) and they cant see it. the module reports to the party there
is something in front of them...It's a awesome Module as with the Quick Action Bar
John made it....
-- Search Floor Script
-- Version: 3.0.0
-- Released: 12.8.2013
-- Author: AdrTru canibalized
code by JohnWordsworth
Thank you so much for your valuable help just AWESOME...This going to make my outdoor Game
even better..
Do I do the same for the QuickBar and SearchonFloor modules??
SearchonFloor Module: Is when the champ is near a Object (say a key under murky water) and they cant see it. the module reports to the party there
is something in front of them...It's a awesome Module as with the Quick Action Bar
John made it....
-- Search Floor Script
-- Version: 3.0.0
-- Released: 12.8.2013
-- Author: AdrTru canibalized
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
Umm 3 questions Sorry..
1- When I go down a level say (mines tile set) how do I turn the Weather off..
2- Where is the code line to change the Cloud Frequency to 8 or 9 as it crashes on me to.
(Duplicate ID problem seemed to be with rainy day only. I changed the cloud frequency to 8 instead of 9 and no problem so far.)
3 - This is my init.lua file I need to add the following (1) QuickBar and (2) SearchonFloor Modules..
import "mod_assets/gui/initgui.lua"
cloneObject {
name = "party",
baseObject = "party",
onDrawGui = function(g)
return gui.onDrawGui(g)
end,
onMove = function(self, dir)
skyScript.onMove(dir)
if (gui.globalVars["shopOn"]) then
return false
else
return true
end
end,
}
1 - if ( search_script ~= nil and search_script.onDrawGui ~= nil ) then
search_script.onDrawGui(g);
end
end
2 - if ( qb_script ~= nil and qb_script.onDrawGui ~= nil ) then
qb_script.onDrawGui(g);
end
PS: AWESOME WORK... Keep it up
Thank you..
1- When I go down a level say (mines tile set) how do I turn the Weather off..
2- Where is the code line to change the Cloud Frequency to 8 or 9 as it crashes on me to.
(Duplicate ID problem seemed to be with rainy day only. I changed the cloud frequency to 8 instead of 9 and no problem so far.)
3 - This is my init.lua file I need to add the following (1) QuickBar and (2) SearchonFloor Modules..
import "mod_assets/gui/initgui.lua"
cloneObject {
name = "party",
baseObject = "party",
onDrawGui = function(g)
return gui.onDrawGui(g)
end,
onMove = function(self, dir)
skyScript.onMove(dir)
if (gui.globalVars["shopOn"]) then
return false
else
return true
end
end,
}
1 - if ( search_script ~= nil and search_script.onDrawGui ~= nil ) then
search_script.onDrawGui(g);
end
end
2 - if ( qb_script ~= nil and qb_script.onDrawGui ~= nil ) then
qb_script.onDrawGui(g);
end
PS: AWESOME WORK... Keep it up
Thank you..
Re: LoG Sky System [BETA]
1. If you don't want the weather to spawn automatically onLoad, remove the setAmbiance("rainy_night") line at the end of the file and spawn it manually. As for destroying previous objects when changing levels, that's something that I didn't implement yet. Basically you need to call all the "destoy" functions in skyScript.
2. All the ambiance definitions are at the end of the skyScript script entity.
3. For other mods, I suppose so. You can ever have only ONE hook of each type defined (for example onMove). If you "clone" the party object multiple times with an onMove hook in each, the newer ones will override the previous ones. So you have to merge all the different script calls in the same hook.
Sorry I cannot do more to support this skySystem, but I purposely released the sources in a "beta" version so that others can finish up the work if they wish. Between leading the ORRR2 project here on Grimrock and developing my own game, I'm kind of busy enough, he he.
2. All the ambiance definitions are at the end of the skyScript script entity.
3. For other mods, I suppose so. You can ever have only ONE hook of each type defined (for example onMove). If you "clone" the party object multiple times with an onMove hook in each, the newer ones will override the previous ones. So you have to merge all the different script calls in the same hook.
Sorry I cannot do more to support this skySystem, but I purposely released the sources in a "beta" version so that others can finish up the work if they wish. Between leading the ORRR2 project here on Grimrock and developing my own game, I'm kind of busy enough, he he.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: LoG Sky System [BETA]
Yeha sorry for taking up your time..
You have been most helpful much appreciated for sure..
Its crashes with the Rainy day and night but the others (dark_sky, day etc..)don't and will do..for me THXS ahy
I suspect it's because my Map is so open ( Forest that is) and the (Town)
I have changed the values, but still no luck LOL.. Ihave to say it's an awesome System bro for sure..
Once again thxs for the help and good luck with your projects..
It's good to have people help with this Modding, scripting, etc... A GOOD LOT OF PEOPLE I SAY (GJ)
Eleven Warrior
You have been most helpful much appreciated for sure..
Its crashes with the Rainy day and night but the others (dark_sky, day etc..)don't and will do..for me THXS ahy
I suspect it's because my Map is so open ( Forest that is) and the (Town)
I have changed the values, but still no luck LOL.. Ihave to say it's an awesome System bro for sure..
Once again thxs for the help and good luck with your projects..
It's good to have people help with this Modding, scripting, etc... A GOOD LOT OF PEOPLE I SAY (GJ)
Eleven Warrior